Single Actor

Discussion in 'JS Plugin Releases (RMMV)' started by Ventiq, Dec 1, 2015.

  1. Ventiq

    Ventiq Villager Member

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    Single Actor v1.05
    by Ventiq
    Introduction
    This script creates menu for one actor only so no more empty space bothering.

    Screenshots

    [​IMG]

    Added all changelogs from the steam workshop version as well.

    Script
    Dropbox

    Demo
    Dropbox

    FAQ
    Q: Does it work with YEP_CoreEngine?
    A: So far, yes. But it doesnt show TP gauge on menu.

    Credit
    Feel free to use for commercial or non-commercial. :) You don't need to credit me (but its appreciated) but dont claim them as your own.

    Changelog

    • v.1.05 - 25.1.2017 - Actor note added so you can add a bust picture of the actor. Plugin commands added.
    • v.1.04 - 20.11.2016 - Modified script.
    • v.1.03 - 25.6.2016 - Minor fixes.
    • v.1.02 - 11.6.2016 - Fixed black screen bug.
    • v.1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
     
    Last edited: Feb 5, 2017
    #1
  2. Shaz

    Shaz Veteran Veteran

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    Very nice! Does it remove the need to select an actor when you use an item with "one friend" scope?
     
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  3. Ventiq

    Ventiq Villager Member

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    Not yet, but I will try :)
     
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  4. Shaz

    Shaz Veteran Veteran

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    The same would apply to skills. I asked because I know a few have made that request - that if there's only one actor, anything that applies to "all friends" or "one friend" just gets applied automatically, without having to choose.
     
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  5. Ventiq

    Ventiq Villager Member

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    Updated to version 1.01.

    Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.

    Now I will make script which fixes "one friend" scope so it will automatically select that one actor.
     
    #5
  6. TheGeekyDead

    TheGeekyDead Villager Member

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    To bad i liked the way this looked, but it breaks Galv_QuesLog Plugin.


    idk why, just makes it so you cannot activate the quest menu anymore.
     
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  7. Ventiq

    Ventiq Villager Member

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    Added new link and I quick tested Galv_QuestLog plugin. It works if Galv's plugin is below Single_Actor plugin.
     
    #7
  8. TheGeekyDead

    TheGeekyDead Villager Member

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    Ok i will test that out, let you know.


    edit - yeah it works now thanks. are you going to be adding to it in the future. like have a window for stats.


    I have it setup for extra stats on the player as they progress.

    Just wondering if it can be added into a box below the actor?
     
    Last edited by a moderator: Nov 21, 2016
    #8
  9. Ventiq

    Ventiq Villager Member

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    Hmm well I can always try :)
     
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  10. TheGeekyDead

    TheGeekyDead Villager Member

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    That would be cool, i will check back later. always nice to have extra features :)
     
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  11. Azymus

    Azymus Villager Member

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    can you create to add the exp bar on it like replace Mp bar?
     
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  12. thalesgal

    thalesgal Veteran Veteran

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    Hello! It's a very nice plugin!


    I was wondering if you could add a "to next lv" right next to the Lv info.


    Like this one:






    Thank you very much in advance!
     
    #12
  13. thalesgal

    thalesgal Veteran Veteran

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    A friend of mine did it for me!


    I will let the lines here!


    You need just copy those lines below, then right click on ''VE_Single_Actor.JS'', edit, then select all, and Ctrl + V.


    //=============================================================================
    // One-Actor Menu Version 1.04
    //=============================================================================


    /*:
     * @plugindesc One-Actor's menu. This plugin is made for one playable actor only.
     * @author Ventiqu - 2016
     *
     * @help Remember to turn off Formation! Go to Database - System - Menu Commands and turn off Formation.
     * This changes menu to look like its meant for one actor only.
     *
     * --Changelog--
     * 1.04 - 20.11.2016 - Modified script, adding more possibilities to work with other plugins.
     * 1.03 - 25.6.2016 - Minor fixes.
     * 1.02 - 11.6.2016 - Fixed black screen bug.
     * 1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
     *
     * --Contact--
     * http://forums.rpgmakerweb.com/index.php?/topic/51917-single-actor/
     * Steam: Ventiqu
     */


     (function() {
        function Scene_Base() {
          this.initialize.apply(this, arguments);
        }
        // this will create menus like status- and gold window
         var _Scene_Menu_create = Scene_Menu.prototype.create;
         Scene_Menu.prototype.create = function() {
             _Scene_Menu_create.call(this);
             this._statusWindow.x = 335;
             this._statusWindow.y = 130;
             this._goldWindow.x = Graphics.boxWidth / this._goldWindow.width + 92;
             this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height - 135;
         };
    // this will create commandwindow
        var _Scene_Menu_command = Scene_Menu.prototype.createCommandWindow;
        Scene_Menu.prototype.createCommandWindow = function() {
            this._commandWindow = new Window_MenuCommand(95, 130); //Position for menu x and y
            this._commandWindow.setHandler('item',      this.commandItem.bind(this));
            this._commandWindow.setHandler('skill',     this.commandPersonal.bind(this));
            this._commandWindow.setHandler('equip',     this.commandPersonal.bind(this));
            this._commandWindow.setHandler('status',    this.commandPersonal.bind(this));
            this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
            this._commandWindow.setHandler('options',   this.commandOptions.bind(this));
            this._commandWindow.setHandler('save',      this.commandSave.bind(this));
            this._commandWindow.setHandler('gameEnd',   this.commandGameEnd.bind(this));
            this._commandWindow.setHandler('cancel',    this.popScene.bind(this));
            this.addWindow(this._commandWindow);
        };


    // this will push skill, equip or status depends on which you selected.
        Scene_Menu.prototype.commandPersonal = function() {
            this._statusWindow.setFormationMode(false);
            switch (this._commandWindow.currentSymbol()) {
            case 'skill':
                SceneManager.push(Scene_Skill);
                break;
            case 'equip':
                SceneManager.push(Scene_Equip);
                break;
            case 'status':
                SceneManager.push(Scene_Status);
                break;
              }
        };


        Scene_ItemBase.prototype.showSubWindow = function(window) {
            window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
            window.show();
            window.activate();
        };


    // removed text from this so this wont mess around
        Scene_Menu.prototype.onPersonalOk = function() {
        };


    // Rows for menucommands
        Window_MenuCommand.prototype.numVisibleRows = function() {
            return 7;
        };


    // height for goldwindow
        Window_Gold.prototype.windowHeight = function() {
            return this.fittingHeight(1);
        };


    // width for menustatus
        Window_MenuStatus.prototype.windowWidth = function() {
            return 325;
        };
    // height for windowstatus
        Window_MenuStatus.prototype.windowHeight = function() {
            var h1 = this.fittingHeight(1);
            var h2 = this.fittingHeight(2);
            return Graphics.boxHeight - h1 - h2 - 85;
        };
    // maxCols is for max party members shown. This is set to 1, because this is single-player menu.
    // do not change this unless you know what you are doing.
        Window_MenuStatus.prototype.maxCols = function() {
            return 1;
        };
    // just like maxCols, but this is rows. This is set to 1, because this is single-player menu.
    // do not change this unless you know what you are doing.
        Window_MenuStatus.prototype.numVisibleRows = function() {
            return 1;
        };
    // draws actor face. Actor's face is fixed.
    Window_MenuStatus.prototype.drawItemImage = function(index) {
            var actor = $gameParty.members()[index];
            var rect = this.itemRectForText(index);
            var w = Math.min(rect.width, 144);
            var h = Math.min(rect.height, 144);
            var lineHeight = this.lineHeight();
            this.changePaintOpacity(actor.isBattleMember());
            this.drawActorFace(actor, rect.x + 60, rect.y + lineHeight * 2.0, w, h); // change x + 50 for example if you want do change its x position.
            this.changePaintOpacity(true);
        };
    // draws actor name, level, class, hp, mp and status icons.
     Window_MenuStatus.prototype.drawItemStatus = function(index) {
            var actor = $gameParty.members()[index];
            var rect = this.itemRectForText(index);
            var x = rect.x;
            var y = rect.y;
            var width = rect.width;
            var bottom = y + rect.height;
            var lineHeight = this.lineHeight();


        var toLevel = actor.nextRequiredExp() +  actor.currentExp();
            this.drawActorName(actor, x, y + lineHeight * 0, width);
        this.changeTextColor(this.systemColor());
        this.drawText("Level Up", x + 160, y + lineHeight * 0, width);
        this.resetTextColor();
        this.drawActorLevel(actor, x, y + lineHeight * 1, width);


        this.drawText(actor.currentExp()+"/"+toLevel, x + 160, y + lineHeight * 1, width);
        
            this.drawActorClass(actor, x + 160, y + lineHeight * 0, width);
            this.drawActorHp(actor, x, bottom - lineHeight * 3.1, width);
            this.drawActorMp(actor, x, bottom - lineHeight * 2.1, width);
            this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
        };



    Game_System.prototype.winCount = function() {
        return this._winCount;
    };


    var _Window_initialize = Window_MenuActor.prototype.initialize;
    Window_MenuActor.prototype.initialize = function() {
        _Window_initialize.call(this);
    };


    })();

    exp no menu.png
     
    #13
  14. Gabrelik

    Gabrelik Almighty Maker of Sandwiches Veteran

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    Wonderful plugin, and precisely what I need for my project. Is it possible to have a bust displayed, instead of a picture? Thanks, and excellent work! :)  
     
    #14
  15. Ventiq

    Ventiq Villager Member

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    Hey guys. Sorry for not answering posts, I have been busy studying. But I am glad someone helped already with 'the to next lvl' -thing  :)

    Yeah it is possible to do that. I will work for that now.
     
    #15
  16. Gabrelik

    Gabrelik Almighty Maker of Sandwiches Veteran

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    That's wonderful. Thanks! 
     
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  17. Ventiq

    Ventiq Villager Member

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    Alright there is now new link available for demo and plugin.


    Thanks to thalesgal's friend to made that 'exp to level' text. I added that to new version as well.


    Changes


    You can now use Actor's bust picture if you add this <avatar:picture> to your actor note in database.


    Add pictures to img/pictures/ folder and copy pictures name to actors note.


    Plugin commands added like you can change some text's x position or actor's status window width.


    I might add height plugin command as well later if its needed.  :)
     
    #17
  18. monkeyintartan

    monkeyintartan TartanMonkey Veteran

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    OMG!!! iv been looking for a way to skip the character select for menus and go straight to the one character!!!

    Question: I use a custom menu screen where pictures are used instead of a menu. And the reason i wanted a single character select script. Unfortunately when i combine the two the custom menu is messed up but the character select part works great!!!! What part of the plugin allows for the single character select and is there a way i can just use that part of the script leaving the menus alone so that my custom menu script doesn't get adjusted ?

    ps : Wish i could figure out how to do this myself thanks for the great work!
     
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  19. Ventiq

    Ventiq Villager Member

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    Hey! I used these codes:
    Scene_Menu.prototype.commandPersonal = function() {
    this._statusWindow.setFormationMode(false);
    switch (this._commandWindow.currentSymbol()) {
    case 'skill':
    SceneManager.push(Scene_Skill);
    break;
    case 'equip':
    SceneManager.push(Scene_Equip);
    break;
    case 'status':
    SceneManager.push(Scene_Status);
    break;
    }
    };
     
    #19
  20. monkeyintartan

    monkeyintartan TartanMonkey Veteran

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    Cheers man!!! Your awsome
     
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